Starmada is a board game of starship combat. At its most basic level, players take command of space fleets in a general attempt to reduce each other to just so much space junk. At its most advanced, the game can be customized to breathe life into any science fiction background that players might imagine.

Novices shouldn’t fret; the core set of rules has been designed with simplicity and ease of play in mind, accessible even to beginners. On the other hand, seasoned veterans should find the concise nature of the rules quite refreshing. It allows players to concentrate on the finer points of squashing their opponents rather than arguing about rules interpretations, without sacrificing any of the flavor or excitement of more complex games.

Simple, but not simplistic, is the guiding principle.

The Admiralty Edition represents the latest incarnation of the Universal Game of Starship Combat. Included in the 80-page Core Rulebook:

The "essential" Starmada rules, including a new inertia-based movement system.

Over 80 different options from which players may pick and choose to create the perfect game.

A fully-customizable weapon design system, with almost five million different combinations.

A complete set of rules for fighters, allowing for nearly half a million different types of small craft.

A comprehensive construction system, allowing players to design their own starships with which to do battle.

In addition to the core rulebook and 48-page Starmada Universe guide, a number of different settings are planned for the near future, including collaborations with several other companies.

This is my attempt to simulate the ships of the two main factions of the Star Wars setting. Most ships are from the Rebellion Era, with some Clone Wars Era Ships. Since this is Star Wars, expect lots of fighters, with the Jedi Squadron representing any hyper-elite hero squadron.

In Starmada:X one could damage or destroy its targets equipment/systems/upgrades. What I mean is: disabling target’s hyperdrive, or damaging landing decks for target’s fighters. Now in Starmada: AE this option is gone.
I wanted to introduce to my gaming such situations in which your ship cannot escape its enemies due to a hit to its hyperdrive, or can’t lainch its fighters as their landing decks are damages. So here is a rough draft of a pretty simple but totally untested home-rule.

This was my attempt to do a Next Generation Era Fleet list for the Romulan Empire. The designs are all based on what I could find online from various fan sites. There are 14 ships, Covering the entire era of Star Trek. Of note is that the only fighters so far, the Scorpion fighters from Star Trek: Nemesis.

This was my attempt to do a Next Generation Era Fleet list for the Klingon Empire. The designs are all based on what I could find online from various fan sites. There are 13 ships, Covering the entire era of Star Trek. Of note is that several of the ships are versions of earlier designs of ships as technology improved over the series.

This was my attempt to do a Next Generation Era Fleet list for the Federation. The designs are all based on what I could find online from various fan sites. There are 23 ships, from the Original series Constitution Class to the Sovereign class from Nemesis.

These rules additions add 3D movement to Starmade: The Admiralty addition. Building upon the inertial movement of S:AE, they allow for moving "above" and "below" the gameboard.
These are a draft version. Feedback is welcome.

A log to plot and resolve weapons fire in Starmada. The idea is that by plotting and resolving gunfire rolls simultaneously, you will speed up the play of the game. During the combat phase, players resolve fire against their targets and keep track of hits and damage on the log. They can all be rolling simultaneously. Then damage results are given to each ship hit.